首页
学习
活动
专区
圈层
工具
发布
社区首页 >问答首页 >GLES20.glUniform4fv和碎片着色器

GLES20.glUniform4fv和碎片着色器
EN

Stack Overflow用户
提问于 2020-08-21 14:09:06
回答 2查看 103关注 0票数 1

好吧,我试着在一个对象中循环使用多种颜色,但似乎找不到答案,老实说,这段代码来自Androids指南,我已经尝试了一分钟,尝试了许多不同的方法,但总是回到问题,“是片段着色器,还是我只是使用了函数GLES20.glUniform4fv(colorHandle,2,color,0)错误?如果它不能接受颜色的数组参数,为什么它会有一个'count‘值和一个数组参数?”

代码语言:javascript
复制
class Triangle {
    private var mProgram: Int
    private var vPMatrixHandle: Int = 0
    private var positionHandle: Int = 0
    private var mColorHandle: Int = 0
    private val fragmentShaderCode: String =
        "precision mediump float;\n" +
        "uniform vec4 vColor[];\n" +
        "void main() {\n" +
            "\tgl_FragColor = vColor;\n" +
        "}"
    private val vertexShaderCode: String =
        "uniform mat4 uMVPMatrix;\n" +
        "attribute vec4 vPosition;\n" +
        "void main() {\n" +
            "\tgl_Position = uMVPMatrix * vPosition;\n" +
        "}"

    private val COORDS_PER_VERTEX: Int = 3
    private var triangleCoords: FloatArray = floatArrayOf(
        -0.5f, -0.5f, -0.5f,
        0.5f, -0.5f, -0.5f,
        0.5f, 0.5f, -0.5f,
        -0.5f, 0.5f, -0.5f,
        -0.5f, -0.5f, 0.5f,
        0.5f, -0.5f, 0.5f,
        0.5f, 0.5f, 0.5f,
        -0.5f, 0.5f, 0.5f
    )
    private val color: FloatArray = floatArrayOf(
        0.63671875f, 0.76953125f, 0.22265625f, 1.0f,
        0.63671875f, 0.22953125f, 0.78265625f, 1.0f
    )
    private val indiceCoords: ByteArray = byteArrayOf(
        0, 4, 5, 0, 5, 1,
        1, 5, 6, 1, 6, 2,
        2, 6, 7, 2, 7, 3,
        3, 7, 4, 3, 4, 0,
        4, 7, 6, 4, 6, 5,
        3, 0, 1, 3, 1, 2
    )

    private val vertexCount: Int = triangleCoords.size / COORDS_PER_VERTEX
    private val vertexStride: Int = COORDS_PER_VERTEX * 4

    private var vertexBuffer: FloatBuffer =
        ByteBuffer.allocateDirect(triangleCoords.size * 4).run {
            order(ByteOrder.nativeOrder())
            asFloatBuffer().apply {
                put(triangleCoords)
                position(0)
            }
        }

    private var indiceBuffer: ByteBuffer =
        ByteBuffer.allocateDirect(indiceCoords.size * 4).run {
            order(ByteOrder.nativeOrder()).apply {
                put(indiceCoords)
                position(0)
            }
        }

    init {
        val vertexShader: Int = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode)
        val fragmentShader: Int = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode)
        mProgram = GLES20.glCreateProgram().also {
            GLES20.glAttachShader(it, vertexShader)
            GLES20.glAttachShader(it, fragmentShader)
            GLES20.glLinkProgram(it)
        }
    }

    fun loadShader(type: Int, shaderCode: String): Int {
        return GLES20.glCreateShader(type).also { shader ->
            GLES20.glShaderSource(shader, shaderCode)
            GLES20.glCompileShader(shader)
        }
    }

    fun draw(mvpMatrix: FloatArray) {
        GLES20.glUseProgram(mProgram)
        positionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition").also {
            GLES20.glEnableVertexAttribArray(it)
            GLES20.glVertexAttribPointer(
                it,
                COORDS_PER_VERTEX,
                GLES20.GL_FLOAT,
                false,
                vertexStride,
                vertexBuffer
            )
            mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor").also { colorHandle ->
                GLES20.glUniform4fv(colorHandle, 2, color, 0)
            }
            vPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix")
            GLES20.glUniformMatrix4fv(vPMatrixHandle, 1, false, mvpMatrix, 0)
            GLES20.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, indiceBuffer)
            GLES20.glDisableVertexAttribArray(it)
        }
    }
}
EN

回答 2

Stack Overflow用户

回答已采纳

发布于 2020-08-21 14:37:06

如果你想将颜色关联到顶点,那么你必须添加一个额外的属性。颜色的数量必须与顶点的数量相同。

将颜色属性添加到顶点着色器(attribute vec4 vColor;)。将属性从顶点着色器传递到片段着色器(varying vec4 color;):

代码语言:javascript
复制
private val fragmentShaderCode: String =
    "precision mediump float;\n" +
    "varying vec4 color;\n" +
    "void main() {\n" +
        "\tgl_FragColor = color;\n" +
    "}"
private val vertexShaderCode: String =
    "uniform mat4 uMVPMatrix;\n" +
    "attribute vec4 vPosition;\n" +
    "attribute vec4 vColor;\n" +
    "varying vec4 color;\n" +
    "void main() {\n" +
        "\tcolor = vColor;\n" +
        "\tgl_Position = uMVPMatrix * vPosition;\n" +
    "}"

定义一个具有8种颜色的数组。例如:

代码语言:javascript
复制
private val COORDS_PER_COLOR: Int = 4
private val color: FloatArray = floatArrayOf(
    0.63671875f, 0.76953125f, 0.22265625f, 1.0f,
    0.63671875f, 0.22953125f, 0.78265625f, 1.0f,
    1.0f, 0.0f, 0.0f, 1.0f,
    0.0f, 1.0f, 0.0f, 1.0f,
    0.0f, 0.0f, 1.0f, 1.0f,
    1.0f, 1.0f, 0.0f, 1.0f,
    1.0f, 0.0f, 1.0f, 1.0f,
    0.0f, 1.0f, 1.0f, 1.0f
)

private val colorCount: Int = color.size / COORDS_PER_COLOR
private val colorStride: Int = COORDS_PER_COLOR * 4

为颜色属性创建缓冲区:

代码语言:javascript
复制
private var colorBuffer: FloatBuffer =
    ByteBuffer.allocateDirect(color.size * 4).run {
        order(ByteOrder.nativeOrder())
        asFloatBuffer().apply {
            put(color)
            position(0)
        }
    }

指定颜色属性数组:

代码语言:javascript
复制
mColorHandle = GLES20.glGetAttribLocation(mProgram, "vColor").also { colorHandle ->
    GLES20.glEnableVertexAttribArray(colorHandle)
    GLES20.glVertexAttribPointer(
        colorHandle,
        COORDS_PER_COLOR,
        GLES20.GL_FLOAT,
        false,
        colorStride,
        colorBuffer
    )
}
票数 1
EN

Stack Overflow用户

发布于 2020-08-21 21:14:06

如果您希望使用“统一”数组(vColor[]),请在声明中显式指定数组大小。

代码语言:javascript
复制
private val fragmentShaderCode: String =
        "precision mediump float;\n" +
                "uniform vec4 vColor[2];\n" +
                "varying vec4 vParam;" +
                "void main() {\n" +
                "\tgl_FragColor = vColor[int(step(vParam.x * vParam.y * vParam.z, 0.0))];\n" +
                "}"
private val vertexShaderCode: String =
        "uniform mat4 uMVPMatrix;\n" +
                "attribute vec4 vPosition;\n" +
                "varying vec4 vParam;" +
                "void main() {\n" +
                "\tgl_Position = uMVPMatrix * vPosition;\n" +
                "\tvParam = vPosition;" +
                "}"
票数 1
EN
页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/63517374

复制
相关文章

相似问题

领券
问题归档专栏文章快讯文章归档关键词归档开发者手册归档开发者手册 Section 归档